Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
: Add or to your mana pool.
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Hinterland Harbor Discussion
2 weeks ago
Against RUG Control
won dice roll
Play Steam Vents, enters tapped, pass
Draw Birds of Paradise, Play Temple of Malady, Scry Rampant Growth, place on bottom of library, Cast Birds of Paradise, Cast Slitherhead, Attack with Deadbridge Goliath and Slitherhead (17 vs 12), pass
Play Rootbound Crag, pass
Cast Zhur-Taa Druid, pass
Draw: Forest, Play Forest, Cast Primeval Titan, Fetch Overgrown Tomb & Swamp, Activate Grim Backwoods, Draw Blessings of Nature, Scavenge Slitherhead onto Deadbridge Goliath, Attack with Deadbridge Goliath & Slitherhead, !INTERRUPT: Opponent Cast Simic Charm, Return Deadbridge Goliath to hand!, Blocks Slitherhead, pass
Cast Telepathy, pass
Draw Swamp, Play Swamp, Cast Blessings of Nature on Primeval Titan, Scavenge Slitherhead onto Primeval Titan, Attack with Primeval Titan, Fetch 2x Forest, Blocks with Vorel of the Hull Clade and Zhur-Taa Druid (17 vs 1), Cast Deadbridge Goliath, Activate Grim Backwoods, Draw Swamp, pass
Thoughts: Yeah, not performing as I hoped it would.
2 weeks ago
Thornwood Falls is a direct upgrade to the other tap lands your playing.
3 weeks ago
Good day, all. I have a core concept that I'd really like to turn into a competitive Modern deck if its possible.
(EDIT: if you wish, you can view my updated deck here - Simic Counter-Combo)
These are the primary cards:
- Leech Bonder + Paradise Mantle = move counters as often as necessary
- Leech Bonder + Paradise Mantle + Devoted Druid = -1/-1 counters as necessary to keep the board clear
- Leech Bonder + Paradise Mantle + Hardened Scales = Infinite +1/+1 counters
- Leech Bonder + Paradise Mantle + Hardened Scales + Gyre Sage = Infinite green mana
- Leech Bonder + Paradise Mantle + Hardened Scales + Devoted Druid = Infinite -1/-1 counters and green mana
- Leech Bonder + Paradise Mantle + Hardened Scales + Sage of Hours = Infinite turns
(Leech Bonder + Paradise Mantle + Hardened Scales + Fathom Mage will allow infinite draws as well, but I'm not automatically including it due to its higher casting cost and the fact that it would be a bit redundant with the Sage of Hours combo.)
So here's my quandary - how to turn that core of 20 cards into an effective and competitive deck strategy. I started off with the following:
Let's say I go with those - that leaves 12 slots. At the moment, some of the options I'm eyeing hardest are:
For card draw/counter creation (3):
For protection/disruption (8):
- Cyclonic Rift
- Rune Snag
- Mana Leak
- Spell Pierce
- Turn Aside
- Swan Song
- Pact of Negation
And then there are the 'X-Factor' cards, cards which could accelerate the combo like Summoner's Pact or give me alternate win conditions, like Helix Pinnacle or Sphinx's Tutelage. At this point I'm mentally dealing with a bit of 'option paralysis', so any and all help in sifting through the possibilities would be more appreciated.
1 month ago
Torrent Elemental is not a legal card with Surrak as the commander. Both colors of the hybrid mana in either the casting cost or ability activation cost must exist in the commander's color identity. So, for example, you could play Giant Solifuge in this deck (not that I would, but it is legal to do so) but it would be illegal to play Nightveil Specter.
Frost walker and Cyclone sire are more 60-card format cards.
Torrent elemental is illegal.
Gruul turf and Izzet boilerworks seem good, but they're really just strip mine/wasteland bait.
Gruul charm is bad. Be greener and invest in trample.
Nissa's Renewal is late game ramp. That's bad. Early game ramp is better.
Burn is bad in EDH.
I would suggest (these are all just good cards for your consideration, I know there are probably more than I suggested taking out):
For a 3 color deck, the landbase would also be improved by taking out basics and putting in things like:
Ideally, for a landbase you'd have shock lands such as Steam Vents, fetch lands such as Scalding Tarn, and regular dual lands such as Volcanic Island, but those things are expensive and this is a game.
1 month ago
Switch out the vivid lands for a Hinterland Harbor and Yavimaya Coast. You being in two colors means those lands are always going to be better than the vivids. Throw in Trinket Mage to snatch your Sol Ring/other fast mana rock, and Trophy Mage to grab your keyrune (which should probably just be a Darksteel Ingot. It's absolutely crucial to smooth out your mana progress early so you can back up Ezuri or immediately make counters after playing him.
enpc on *Sigh* D.C.
1 month ago
You should also be running at a minimum Command Tower and Sol Ring (these have been printed into the ground thanks to all the commander product out there), however you also have cards like Drowned Catacomb, Hinterland Harbor and Woodland Cemetery which aren't expensive. Terramorphic Expanse, Evolving Wilds, Jund Panorama, Esper Panorama and Bant Panorama all act as budget fetches and work well with Splendid Reclamation. That will help your mana base.
1 month ago
Aight, first off:
Looking at your manabase, it's clear that there are some powerful and affordable upgrades to be made. The vivid lands an go for a Hinterland Harbor and Yavimaya Coast due to you only being in 2-color, where the charge fixing is far less important and those duals consistently providing both colors (Coast is especially important if you want to add in things requiring specifically colorless mana later on. If you really want to step it up, Breeding Pool and Misty Rainforest are both also strong, although you should only go this far if you really want to power up the deck and have the budget.
Now, onto your main problem:
You really need more draw engines/spells in this deck. Fathom Mage is an absolute must for Ezuri, turning his buff into a ridiculous source of draw. Concentrate / Harmonize, Ugin's Insight and Zameck Guildmage are all good places to start. You don't seem to want to blink Ezuri's creatures very much to accelerate your EXP grind faster, so you'll need to play more and more nontoken creatures to compensate, leaving you hungry for cards. I'd even go so far as to put Hedron Archive in for some more explosive ramp (literally, it's as much mana as Explosive Vegetation for the same amount of ramp) as well as some convenient gas late-game. Apart from that, upgrade your counterspells to Counterspell and maybe Desertion if you enjoy being cheeky. If not, Negate is always a good option that is severely underrated.
1 month ago
My this deck has been busy since I've been away.
So I've tested See Beyond. 1. It's Sorcery. 2. I don't want to lose my Miracles to my deck, not knowing where they are.
I may think about Hinterland Harbor. One of the many things I struggled with was what to do about the variety of decks I'd face game 1. It's a lot easier playing less of one card and more of cards I that could reuse the "less of one card". Meaning Snaps and Noxious as well as Narset Transcendent. Commandeer is a fun card, not really competitive. Any who thanks for the suggestions and I'll be looking to tweaking the card counts soon after a tournament or two.